コード例 #1
0
        public bool MagicHit(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            if (Hitp == 255 ||
                target.Absorbs(Elements) ||
                target.Voids(Elements))
            {
                return(true);
            }
            if (target.Death ||
                target.Sleep ||
                target.Confusion ||
                target.Stop ||
                target.Petrify ||
                target.Paralysed ||
                target.Peerless ||
                target.Reflect)
            {
                return(true);
            }

            if (source.Fury)
            {
                Hitp = Hitp - Hitp * 3 / 10;
            }

            // Magic Defense Percent
            if (source.CurrentBattle.Random.Next(1, 101) < target.MDefp)
            {
                return(false);
            }

            int hitp = Hitp + source.Level - target.Level / 2 - 1;

            return(source.CurrentBattle.Random.Next(100) < hitp);
        }
コード例 #2
0
            public bool Hits(Combatant source, Combatant target, AbilityModifiers modifiers)
            {
                // auto hit conditions

                if (_odds >= 100)
                {
                    return(true);
                }
                if (Statuses.Count() == 1 && Statuses.Contains(Status.Frog) && target.Frog)
                {
                    return(true);
                }
                if (Statuses.Count() == 1 && Statuses.Contains(Status.Small) && target.Small)
                {
                    return(true);
                }
                if (target is Ally && Statuses.Any(s => new Status[] {
                    Status.Haste,
                    Status.Berserk,
                    Status.Shield
                }.Contains(s)))
                {
                    return(true);
                }

                int odds = _odds;

                odds  = MPTurbo(odds, modifiers);
                odds  = Split(odds, modifiers);
                odds -= 1;

                return(source.CurrentBattle.Random.Next(99) < odds);
            }
コード例 #3
0
        protected int MaxMPPercent(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            int dam = target.MaxMP * Power / 32;

            dam = QuadraMagic(dam, modifiers);

            return(dam);
        }
コード例 #4
0
        protected static int QuadraMagic(int dam, AbilityModifiers modifiers)
        {
            if (modifiers.QuadraMagic)
            {
                dam = dam / 2;
            }

            return(dam);
        }
コード例 #5
0
        protected int Cure(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            int bd  = MagicalBase(source);
            int dam = bd + 22 * Power;

            dam = Split(dam, modifiers);
            dam = MBarrier(dam, target);
            dam = MPTurbo(dam, modifiers);
            dam = RandomVariation(source.CurrentBattle.Random, dam);

            return(dam);
        }
コード例 #6
0
        public bool PhysicalHit(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            int hitp;

            if (target.Absorbs(Elements) ||
                target.Voids(Elements) ||
                target.Death ||
                target.Sleep ||
                target.Confusion ||
                target.Stop ||
                target.Petrify ||
                target.Manipulate ||
                target.Paralysed ||
                target.Peerless)
            {
                hitp = 255;
            }
            else
            {
                hitp = (source.Dexterity / 4) + Hitp + source.Defp - target.Defp;

                if (source.Fury)
                {
                    hitp = hitp - hitp * 3 / 10;
                }
            }

            // Sanity
            if (hitp < 1)
            {
                hitp = 1;
            }

            int lucky = source.CurrentBattle.Random.Next(0, 100);

            // Lucky Hit
            if (lucky < Math.Floor(source.Luck / 4.0d))
            {
                hitp = 255;
            }
            // Lucky Evade
            else if (lucky < Math.Floor(target.Luck / 4.0d))
            {
                if (source is Ally && target is Enemy)
                {
                    hitp = 0;
                }
            }

            int r = source.CurrentBattle.Random.Next(65536) * 99 / 65536 + 1;

            return(r < hitp);
        }
コード例 #7
0
 public void CalculateAbilityModifiers()
 {
     AbilityModifiers.Clear();
     if (AbilityModifiers == null)
     {
         AbilityModifiers = new Dictionary <MainStatType, int>();
     }
     foreach (var mainstat in AbilityScores)
     {
         AbilityModifiers.Add(mainstat.Key, Utility.CalculateMainStatBonus(mainstat.Value));
     }
 }
コード例 #8
0
        protected static int Split(int dam, AbilityModifiers modifiers)
        {
            if (modifiers.QuadraMagic)
            {
                dam = dam / 2;
            }
            else if (modifiers.Alled && !modifiers.NoSplit)
            {
                dam = dam * 2 / 3;
            }

            return(dam);
        }
コード例 #9
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        protected int MagicalAttack(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            int bd  = MagicalBase(source);
            int dam = MagicalDamage(bd, Power, target);

            dam = Sadness(dam, target);
            dam = Split(dam, modifiers);
            dam = MBarrier(dam, target);
            dam = MPTurbo(dam, modifiers);
            dam = RandomVariation(source.CurrentBattle.Random, dam);

            return(dam);
        }
コード例 #10
0
        protected int PhysicalAttack(Combatant source, Combatant target, AbilityModifiers modifiers)
        {
            int bd  = PhysicalBase(source);
            int dam = PhysicalDamage(bd, Power, target);

            dam = Critical(dam, source, target);
            dam = Berserk(dam, source);
            dam = RowCheck(dam, source, target);
            dam = Frog(dam, target);
            dam = Sadness(dam, target);
            dam = Barrier(dam, target);
            dam = Mini(dam, source);
            dam = RandomVariation(source.CurrentBattle.Random, dam);

            return(dam);
        }
コード例 #11
0
        /// <summary>
        /// Cast this ability. The <param name="source">source</param> is the <see cref="Combatant" /> which is responsible for casting the spell.
        /// The spell can have one or more <param name="targets">targets</param>.
        /// </summary>
        /// <param name='source'>
        /// Source.
        /// </param>
        /// <param name='targets'>
        /// Targets.
        /// </param>
        /// <param name='modifiers'>
        /// Modifiers.
        /// </param>
        /// <param name='resetTurnTimer'>
        /// If set to <c>true</c> reset turn timer.
        /// </param>
        public void Use(Combatant source, IEnumerable <Combatant> targets, AbilityModifiers modifiers)
        {
            bool canUse = true;

            if (!modifiers.CostsNothing)
            {
                if (source.MP >= MPCost)
                {
                    source.UseMP(MPCost);
                }
                else
                {
                    canUse = false;
                }
            }

            BattleEvent e = null;

            if (canUse)
            {
                e = new AbilityEvent(this, modifiers, source, targets.ToArray());
            }
            else
            {
                e = new AbilityFailEvent(source, this, modifiers.ResetTurnTimer);
            }

            if (modifiers.CounterAttack)
            {
                source.CurrentBattle.EnqueueCounterAction(e);
            }
            else
            {
                source.CurrentBattle.EnqueueAction(e);
            }
        }
コード例 #12
0
        public bool[] Cast(Combatant source, Combatant[] targets, AbilityModifiers modifiers)
        {
            if (RandomTarget && targets.Count() > 1)
            {
                int       index     = source.CurrentBattle.Random.Next(targets.Count());
                Combatant newTarget = targets.ToList()[index];
                targets = new Combatant[] { newTarget };
            }

            bool[] hits = new bool[targets.Length];

            for (int i = 0; i < targets.Length; i++)
            {
                Combatant target = targets[i];

                bool hit = HitFormula(source, target, modifiers);

                // We can still miss if each of the status changes misses
                bool actuallyHit = false;

                if (hit)
                {
                    if (Power > 0)
                    {
                        int dam = DamageFormula(source, target, modifiers);

                        dam = RunElementalChecks(dam, target, Elements);
                        //dam = LowerSanityCkeck(dam); // not required as per the guides (besides, negative damage is OK (think cure)
                        dam = UpperSanityCheck(dam);

                        if (target.Peerless || target.Petrify)
                        {
                            dam = 0;
                        }

                        target.AcceptDamage(source, dam, Type);

                        actuallyHit = true;
                    }

                    foreach (StatusChange statusChange in Statuses)
                    {
                        if (statusChange.Hits(source, target, modifiers))
                        {
                            switch (statusChange.ChangeType)
                            {
                            case StatusChange.Effect.Cure:

                                foreach (Status status in statusChange.Statuses)
                                {
                                    target.GetType().GetMethod("Cure" + status).Invoke(target, new object[] { source });
                                }

                                break;

                            case StatusChange.Effect.Inflict:

                                foreach (Status status in statusChange.Statuses)
                                {
                                    target.GetType().GetMethod("Inflict" + status).Invoke(target, new object[] { source });
                                }

                                break;

                            case StatusChange.Effect.Toggle:

                                foreach (Status status in statusChange.Statuses)
                                {
                                    if ((bool)target.GetType().GetProperty(status.ToString()).GetValue(target, null))
                                    {
                                        target.GetType().GetMethod("Cure" + status).Invoke(target, new object[] { source });
                                    }
                                    else
                                    {
                                        target.GetType().GetMethod("Inflict" + status).Invoke(target, new object[] { source });
                                    }
                                }

                                break;
                            }

                            actuallyHit = true;
                        }
                    }

                    hits[i] = true;
                }

                if (!actuallyHit)
                {
                    source.CurrentBattle.AddMissIcon(target);
                }
            }

            return(hits);
        }
コード例 #13
0
        protected static int MPTurbo(int dam, AbilityModifiers modifiers)
        {
            dam = dam * (10 + modifiers.MPTurboFactor) / 10;

            return(dam);
        }
コード例 #14
0
 protected int Fixed(Combatant source, Combatant target, AbilityModifiers modifiers)
 {
     return(Power);
 }
コード例 #15
0
ファイル: Evader.cs プロジェクト: IdcNoob/Ensage
        public void OnLoad()
        {
            Variables.Hero = ObjectManager.LocalHero;
            Variables.HeroTeam = Hero.Team;
            Variables.EnemyTeam = Hero.GetEnemyTeam();
            Variables.Menu = new MenuManager();
            Variables.Pathfinder = new Pathfinder();

            sleeper = new MultiSleeper();
            statusDrawer = new StatusDrawer();
            abilityUpdater = new AbilityUpdater();
            randomiser = new Random();
            abilityModifiers = new AbilityModifiers();
            fountain =
                ObjectManager.GetEntities<Unit>()
                    .First(x => x.ClassID == ClassID.CDOTA_Unit_Fountain && x.Team == HeroTeam);
        }